Friday, July 25, 2025
Titanomachina Report and Analysis
Friday, July 11, 2025
Titanomachina: Plasma Drivers
I was reminded that I had commissioned art that hadn't been used yet in Titanomachina. Originally, the notion was that the weapon was supposed to be a short-ranged hybrid of armour piercing and high explosive traits, but I think it can be repurposed as something more like a hybrid between a plasma shotgun and a jump jet. The difference between a plasma weapon and a jump jet using plasma for thrust is basically matter of containment and cavitation.
In this case the downwards-facing arrow icon is the Recoil trait, pushing a Titan activating the system with each attack as if it were itself struck by an Impact weapon. At full attacks it can push itself back three tiles. Crew operating the weapon won't increase this, but the damage from collisions could be catastrophic, with destroyed systems being allocated to the opponent with the lowest current score.
The weapon also features a staggering cost of three cards to charge it, which is both only one card more than the cost of activating plasma weapons and jump jets, and another system that won't be activated for another four rounds.
I think the first Titan to be armed with this weapon should be Eurybia, although perhaps naturally enough it it may be something for Eos and their dual capacitors.
Saturday, July 5, 2025
Titanomachina: Room for Improvement
One might think that Titanomachina has been honed to a fine edge, and while that may be the case, there is definitely some room for improvement.
There might be an issue with allowing players to avoid activating systems, particularly given how having more cards in one's hand is a distinct advantage. I'm not entirely convinced this is an issue, but I must admit that it can be irksome to know that you can reveal your entire hand to an opponent and have nothing to defend with if they're willing to play enough unactivated systems. Of course, one can work to maintain card parity with one's opponents, or simply to make them regret not activating systems.
A good rule of thumb is that you should be able to gradually increase the cards in your hand, bluff the other players to get them to waste cards, or simply knock the cards out of them with shock weaponry.
At the other end of the rule book:
The shin-kicking optional rule is an optional rule and it would be better to build in a special rule to the general rules about selecting targets within arcs, since requiring players to pay one cog to turn a Titan 45 degrees in order to enable a kick is counter-intuitive to many players, and explaining you can only kick an opposing Titan in the legs makes one wonder how to welcome an opponent to Sparta.
I think allowing leg systems, mounted to the leg stack, to count as mounted to the corresponding arm stack for the purpose of attack arcs might be a way to simplify this. They will attack like arms. Plus it opens up cross-body kicks, while requiring sponsors or turrets for back-kicks.
Mind you, the nice part about shin-kicking is, of course, being able to kick your opponent in their own legs.
Reacting to Collisions
Oh, and being able to react to collisions as if they were attacks also simplifies a special rule in the main case. Players should indeed be able to mount a defense of the flying body slam, flying elbow, and flying knee. We know what happens when the moving Titan can't force the other Titan back due to buildings in the way, and if that lands a Titan on a building.
Grappling
It works, but what if the direction isn't just 90 degrees left or right? You kind of need to catch someone napping to push them through a building, and the positioning is pretty transparent. Occasionally the deployment of a sponson may take someone from surprise, but that's again focusing on something that can be prevented with a single cog of walking. Probably good to team claws up with another weapon or sensor to be used in case of a retreating target.
But think about the things that could be done if you could pull a Titan into the hexes left or right, not just front left and front rite? Or, alternative, introduce a new weapon system that can pull Titans towards each other. I've certainly had ideas for weapons that push the attackers around (the kzinti weapon). That last one though, I think I may have a model for that.